using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace VVVVVV
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        GraphicsDeviceManager _graphics;
        SpriteBatch _spriteBatch;
        Texture2D _love;

        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            // TODO: Add your initialization logic here
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            this._graphics.IsFullScreen = false;
            this._graphics.PreferredBackBufferWidth = Divers.WidthScreen;
            this._graphics.PreferredBackBufferHeight = Divers.HeightScreen;
            this._graphics.ApplyChanges();
            this.Window.Title = "VVVVVV";
            this.Window.AllowUserResizing = false;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            _love = Content.Load<Texture2D>("ilove");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {

            // Allows the game to exit

            // TODO: Add your update logic here
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            _spriteBatch.Begin();

            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here        
            _spriteBatch.Draw(_love, new Rectangle(138, 0, 179, 153), Color.White);

            _spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
